
Experience YIIK: A Postmodern RPG 1.5 (I.V) update with revamped battles and cutscenes. A child relinquishes her name for a birthday invite, hoping to find her brother. Alex's reality unravels, guided by a mysterious cat, witnessing a woman vanish, igniting an obsession that threatens his world.
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About
An unusual error manifests on April 4th, a day that echoes the enigmatic code 404. In a desperate act of innocence, a child relinquishes her name for an invitation to a birthday party, her hope tethered to the faint possibility of finding her brother. Meanwhile, Alex, a recent college graduate, returns home, only to find his reality unspooling like a threadbare tapestry. Guided by a cat which slips through the very fabric of his mind, Alex descends into the depths of his consciousness where he witnesses the impossible: a woman, locked away in an iron maiden, vanishing into thin air. A vision which ignites an undying obsession and threatens to unravel the boundaries of his world.
Combat in YIIK I.V is an arcane dance, a turn-based system where players use everyday weapons against bizarre entities, aided by the power of Karta. When players or enemies take damage, they start to bleed, and every action taken while bleeding brings them closer to defeat. It’s a race against time to outlast the enemy and stem the flow of blood.
Navigate landscapes that blur the line between reality and dreams. These spaces are filled with intricate puzzles, deadly traps, and odd adversaries that challenge your perception, pushing the boundaries of what you know to be real.
The narrative shifts between the perspectives of Alex and the Nameless Child, drawing you into their separate yet intertwined realities, each twist revealing deeper layers of their destinies.

The game’s soundtrack features over 200 tracks across a wide range of genres, from drum and bass to progressive rock. Much of the music is performed by live musicians, adding a vibrant and authentic layer to the experience.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese*languages with full audio support
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Does he krow? He doesn't krow.
A contender for best written narrative in the medium, a game that should be remembered as a masterful achievement on all fronts. Play if you're willing to put in work to understand a game, the payoff is worth it.
I recommend YIIK not because it is good but because its so incredibly bad at the things its bad at that i feel its a learning experience for the industry as a whole, for developers to take a look at for what not to do and for fans of video games, post-modernist storytelling and especially RPGs to have a shining example of what it looks like to do almost everything profoundly incorrectly. that being said, i do feel like there is a lot of good, enough good that the things i do not like about YIIK feel infinitely more like an albatross than if there werent good bits. to clarify, I do really like yick for what I *think* the developers, especially the writer, were going for, the idea of the protagonist being so extremely unreliable that the game borderline does not make sense if you take any of it literally is a cool idea to me but i could(and have) seen(and have seen) it rub people the wrong way.
Several years after hearing all of the criticisms surrounding this game and discovering later that it got a big combat overhaul, I decided to buy the game as an experiment. First and foremost, the combat for the game has improved dramatically from what I had seen initially; It is rather snappy, intuitive, and visually exciting. It is definitely much faster than it was before. With that being said, the combat system -- although it has breadth in terms of having many collectible Karta (cards that act as shields around your party members with unique passives and actives), Pokemon-style elements, equipment, field skills, and stats -- still lacks depth and customization in some areas, and is generally easy: - Enemies don't have skills unique to them. Although they can use Karta, those effects are predictable, as in, some instant damage or a stat boost. The enemies in this game behave in fundamentally the same way, so there is less incentive to diversify your party to withstand different enemy archetypes-- Instead, raw damage and speed is the winner. - Characters are mostly locked to their element types. There is a Karta that changes their element to water, and an ability exclusive to a few characters which copies an enemy's element type, but I think that's it. - Gear, for the most part, follows a linear upgrade path and is just numeric stat boosts. There isn't much of it to begin with, and it doesn't branch far into different regions of stats, so building a specialized kit for a party member is not doable. Additionally, there is essentially only one "best X in the game" for each equipment slot. - Stat distributions while leveling up only apply to Alex's character, which is mirrored for other characters I believe, making the diversification of stats across different part members harder to do. - Items are limited and not very exciting: A big chunk of them are healing items, eye drops -- which you only end up using on the eyeball enemies, gauze, which is great during boss fights but is pretty banal, smoke bombs to escape combat, which is almost never necessary, since after TPKs, you can simply choose to re-try the fight from the very beginning without any consequences, re-try with a booster pack, or simply revert to the previous save. - Save spots are all over the place, making TPK's far less of a concern. - You do not need to stock up on healing in some areas. You get them from vending machines, but, in some parts of the game, there are sinks that fully heal your entire party -- making the use of healing items outside of combat wasteful. If you get hurt, you could technically run to the sink and back instead of spending your food items. - Rarely will you ever need to use the active abilities on the Karta, as the circumstances for needing to activate them can be quite niche, and the trade offs of losing a chunk of your defense, the stat boosts that come with the card, and the card's passive typically outweigh the benefits provided to you by that card's active ability. - Some Karta are far more powerful than others: Seamstress doubles the holder's HP even after depletion, and for instance, when combining Poisoned Apple + Sorrowful Maiden, I was able to bypass the shielding provided by the enemy's karta, destroy all of them in one hit, and in a few cases, kill the enemy in one hit as opposed to having to make it through their karta first (which takes many hits to do). - Bleed/fire does not seem to scale with health, so, in late game, it becomes a poor source of damage and is not that threatening to your party. Although I've listed some pain points regarding the combat, I think it is still competent overall and is made more immersive with the music and visuals. The cutscenes are really cool: Think Microsoft 3D Movie Maker but if it were more cinematic and done in an avant-garde way. The visuals are fantastic as well -- certain areas of the game are stunning to look at and the variety in the environments in this game is enormous. The intentionally-reduced-framerate animation, low poly graphics, and pixel-art textures mesh well with the game's theme and in my mind were, although not initially liked, a bit ahead of its time on release in terms of aesthetic, and more relevant now since there has been a renewed interest in Y2K, PS1 style Demake games and music, low poly modelling, etc. The story is bizarre and incoherent. The dialogue is heavy-handed, abstract, or plain cringeworthy at times, bolstered by the fact that Alex, the main character, is intended to be as unlikeable as possible. Throughout the game, various world-building details, characters, and quirks regarding the 'other world' are shotgunned at the player without too much of a deep dive into them, the game is interleaved with a story arc that is entirely removed from the main story, cutscenes are introduced that appear to jump forward and backward in time, and monologues from Alex frequently interrupt the flow of the story, intentionally fragmenting it. The trick is to not take the story at face value but instead to 'experience' it and come up with your own interpretations for aspects of the world that are left ambiguous. However, having to do it this way is not necessarily a boon: Players expecting the truss work of a strong storyline, in the side stories most notably, are left instead with vague and oftentimes flowery storytelling that leaves mounting, unanswered questions about the circumstances of the world and the characters. It isn't for everybody; however, those for whom it is will find it intriguing, but not without its flaws. Overall, YIIK was certainly not what I expected, and the comeback was monumental, although it is a rough gem. I think the most straightforward way to describe it is that it's a rough-around-the-edges cult-classic labor of love project that redeemed itself with the 1.5 update, bolstered especially with two new side stories to supplement its complicated universe and cast of characters -- and give the player a break from Alex's shenanigans. 8/10.
"Only game I ever need" - Hellen Bong
The Good, The Bad, and The Ugly Reviews! (skip to The Ugly if you don't want to read) The Good the artstyle is unique and actually refreshing it's a little ugly and choppy like my old ps1 but different enough to be its own thing which is admirable. The pacing is pretty good for what I've played. The nostalgia is well represented here, it touches the late 90s early 2000s internet surprisingly well despite not being its primary focus. I appreciate the commitment to Alex "being the worst protagonist" I've ever had the displeasure of playing as in a game ever (aside from Bubsy), constantly being a petulant child and an egoist including but not limited to being self centered, a spoiled brat, ungrateful and a ♥♥♥♥ to his mom and many other things I'm sure I've yet to experience (since I'm dropping this game) I also praise the little details like his house being the biggest one in Frankton (hinting at his egotism and establishing him as an unreliable narrator) (How the hell does a single mom with two kids afford that!?). The gameplay is great even though I didn't really like having to constantly go to the "mind dungeon" just to level up, the card system encourages creativity to increase party synergy and really make an efficient build (which lulled me into a false sense of security and bit me in the ass with the "Nostalgia" boss). And lastly (kinda good kinda bad) the writing and specifically the characters I've already touched on the "man child" that is Alex but everyone else is kinda one note and kind of caricature of a "Nostalgic" stereotype, young optimist, scene kid, edgy chick, and least enjoyable of all *ugh "anime superfan". I believe this to be deliberate to further push Alex as (again) an unreliable narrator. Now (cracks knuckles) The Bad... Alex. Alex is both the game's greatest strength and its biggest weakness. The core of the unpleasant slog that is this game. I hate Alex for the reasons I listed above that I wont be repeating here. But despite my distaste for this fictional character I think he's well written but incredibly hard to relate/root for. Every time this "Master of ceremonies" popped up like a standup comedian (but much less funny) to "mansplain" his two cents on the story or his "feelings" I rolled my eyes in frustration (almost to the point of them falling out of their sockets). This guy is the main reason I'm dropping this game. Now the writing and themes... Admittedly this setting and dialogues are kinda lost on me now that I'm getting older I find it harder to relate to younger people in stories and in real life. Despite that I acknowledge both the merits and the failings on display here. But honestly even though I've been told the "payoff" for sticking with it is "worth" it, overall it has failed to hook me and I simply don't want to continue this game and no amount of Vella dunking on Alex or "vague mysterious narrative" can keep me here when i have an ever growing backlog i need to get through and a finite amount of time to do so. Ok so the overall themes, it feels like it truly lacks an identity of it's own being akin to something ATLUS made after revisiting Persona3 after a long night of binge drinking and proceeded to vomit code, reused assets and story/world building elements and passed it off as a new game and said to the customer "you're ugly, I hate you, give me 70 dollars." Bruh if you told me this game was a Shingami Tensei spinoff first off I'd believe you second I'd say ATLUS's quality has clearly dropped and be on my way... Now (drumroll please) The Ugly. I genuinely think there's fun to be had here. The gameplay does something different than a traditional rpg or jrpg does with pseudo deckbuilding mechanics that are quite satisfying when you get the hang of it. The light puzzle elements especially ones using the cat are fun, not challenging, but fun. The story is geared towards a younger crowd and although not as strongly put together or straight forward as I'd like, is serviceable to those willing to get invested. But those who play exclusively for "slice of life" elements, story and well likable/relatable characters and personalities... Well there's Vella but honestly I only like her for calling Alex out on his nonsense. Otherwise give this a cold "Yikes hard pass." If you have however read the whole review and didn't just skip to "The Ugly" and still want give it a shot do so but get it on sale. I got it for $10 which I think is decent, there's enough "game" here that I'm glad I experienced part of it. I just don't have any desire to finish it. And ultimately YIIK isn't a game I'd recommend, but it's also not a game I'd dismiss outright.
gem alert
Я запускаю Yiik, прохожу вступление и пишу приятелю по имени Феля, что это самая уродливая игра в моей жизни. Он отвечает: "Да, так и задумано." Несмотря на то, что я мало что понимаю в местном сюжете, я оценил общую упоротость происходящего и стиль Персоны под солями. Но что мне тяжело даётся для восприятия - это диалоги. Я пишу приятелю, что в какой-то момент диалоги становятся полны воды. Он отвечает: "Да, так и задумано." Именно по его рекомендации я начал играть в Yiik. В один момент Феля написал рецензию на неё и скинул мне. Я открываю этот обзор и понимаю, что текст невозможно читать из-за тяжёлого слога, который словно кричит на читателя. Я пишу приятелю, что от его рецензии у меня заболела голова. Он отвечает: "Да, так и задумано." Он амбассадор Yiik и он много про нее знает, в отличие от меня. Музыкальное сопровождение игры звучит нарочито инородно, а чертоги разума Алекса - местный хаб - выглядят то ли как сон, то ли как загробный мир. Феля говорит: "Алекс использует концепт чертогов до того самого разговора с Веллой - так и задумано." Он говорит: "По лору каждая новая версия игры - это новый цикл." И ещё он говорит: "Автор многое добавил в обновлениях." В Yiik очень уютный мир. Города наполнены разговорчивыми жителями, которые обязательно расскажут тебе что-то из своей жизни или посоветуют интересные места. Но почему-то в процессе прохождения тебя не покидает чувство искусственности происходящего. Этот мир застыл во времени, как насекомое в янтаре. Феля говорит: "Ты знаешь, эту игру пытались отменить хейтеры." Главный герой Алекс - ненадежный рассказчик, нарцисс и селф-инсерт разработчика. Он выглядит как миллениал с Реддита и разговаривает, как миллениал с Реддита. Феля говорит: "Ты знаешь, в жизни автора произошла трагедия." Герой видит изнанку мира? Или это существует лишь в его голове? Феля говорит: "Ты знаешь, на самом деле Алекс не тот, кем кажется." И ещё он говорит: "Тебе не помешает побольше узнать про Онизм1999."
yiik out
Apparently I never actually made a review for it. Anyways. I recommend this game. I recommend it quite highly actually. I played it when it got it's 1.5 update, but I've seen how bad it was at the start, but even then the game really had it's nuance that was just sadly not expressed all that well. Since the I.V. update the game got revamped quite highly, and I honestly enjoyed every second of it. The music's mostly only bangers, I never got tired of the combat system, leveling up was it's own kind of exploration fun and every new story element they introduced I loved as well, especially with characters that didn't had much to do or get expressed. The new cutscenes are REALLY cool as well. I'm still thinking about this game's story, still listening to it's music, theorizing things about Alex and events and thinking back on the combat and visuals. T'was a wonderful experience. Only gripe I had was really minor stuff that I feel like don't need to be mentioned actually, it's that little. Overall yea, solid 8/10, what an amazing comeback, even if this game is still a little rough, it's a good kind of rough. Definitely will replay it sometimes again
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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